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Removal of Revive Farming and the Apothecary Discussion
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Are you planning on doing any of that content and if so how are you going to do it w/o spending?
In fact, one of the things I'm looking at now are the farming numbers, because while I agree in principle with what the devs are doing in general, I'm not sure the specific numbers are appropriate. I'm looking at them because I think they deserve to be looked at, and no amount of disagrees is going to make me suddenly think that's not worth the effort.
People are going to respond passionately to things they actually care about, and reacting passionately to these changes means in spite of all the talk about players no longer caring about the game, they clearly still do. So swing at me and I will swing back, and I have thirty five years of practice at it, but it doesn't really bother me that much when the playerbase decides to organize themselves into a focused force for change, even when sometimes I'm the first target on their list.
And since you claim to be *the* player base they’re targeting, how about starting Abyss or Carina’s One to actually be part of *the* player base you referred to? I’m sure there’s a good number who tried and decided such content isn’t for them anymore and decided to take it slow
The player base they’re targeting are the ones who excessively farm and finish those content and more. These are the players who actually still care about playing and remaining competitive and of whom a portion that spend in varying degrees.
They don’t care about you and the others who barely touch the content they put out. Because even if this change goes through, your player base will continue to remain stagnant or possibly call it quits. As for the actual targetted player base, many changes will start to happen.
1. Whales and most competitive players who farm/spend to finish new and all content within a day or a week
2. Competitive players, small spenders and F2P who don’t rush to complete but still farm/spend to finish it within 1-2 months
3. Casual players some of whom are competitive or non-competitive who take a longer time to finish than group 2
4. Casual players who are non-competitive selectively doing content
5. Casual players who don’t touch any content maybe except alliance modes and EQ/SQ
The player base you mentioned is group 4. This change will affect group 1 slightly and don’t tell me whales don’t farm or are willing to spend after this. And it will also largely affect group 2 and 3 in how they approach content. Group 2 and 3 will have the MOST impact. Group 4 and 5 will continue to stagnate or eventually call it a day first.
I've been playing for over 7 years. I haven't farmed. Not because I consider myself above it. I just never looked for easier avenues. As long as I've been playing, if I'm attacking a particularly challenging piece of content, I save up as many Pots and Revs as I can muster, AND go in with a certain amount of Units on-hand. That's been the general suggestion for years now.
No content requires people to spam the lower Acts for Revs. That's just not a thing when it comes to the design of the game, and I'd bet my bottom dollar that no content was designed with that in mind, or the preface that people can just spend ad nauseum *muahahaha*. It takes patience, planning, and forethought. That's it.
I *can* oppose the details, if I discover a problem with the details. But I won't oppose a change the developers make that is clearly (to me) targeted at infinite farming of resources being used in end game content without some really good overriding reason.
I can see why a nerf is necessary but supplementing changes are needed to be made whether it’s to do with accrual of revives, inventory caps or even adjustment of future content. And I’m a firm believer that if it comes to spending, it’s by the free hand.
But what bugs me and several others is the flawed reasoning and contradictions to justify the nerf to revives. It doesn’t sit right with majority of players with the gaslighting statements made like “trivialising content” or “game team felt the need to dilute rewards or hold back content”
Proposing a solution you like better doesn't prove someone is not sincere in their belief there is a specific problem. I doubt you would accept such reasoning yourself: if you claim there's a problem and propose a solution, and I propose one I like better but you disagree, I couldn't use that fact to prove you were insincere.
As to the specifics, I'm still thinking them over.
This is still in line with the assumption you made about how you are *the* targetted player, *the* player base that will be impacted the most and as well as yourself going as far as segregating whales and how the average player plays(in other posts) - hence me stating the groups, but suddenly you don’t want to acknowledge that. It’s certainly isn’t the case and I had to shoot down that dangerous misconception you put out.
He's not saying he couldn't do EoP with Carinas V3, he's saying he hasn't tried. Really, anyone can revive their way through content but that doesn't make them a skilled player. He has as much insight if not more than nearly everyone on these forums. He's been one of the few people in the community who have actually had direct effect on changes made to the game.
You aren't MSD, you aren't Sweeduh and you aren't Slayer. You're a regular person who revived their way through content.
The problem as I see it isn’t the nerfing if the revive farm, it’s being sold magic beans in its place. Other changes are needed to make this apothecary idea a relevant solution. Personally, I’m not a huge fan of yet another mindless daily quest, would much prefer seeing potions added to EQ or SQs instead. Again this doesn’t have to be an RNG item, why can’t acts 7 and 8 provide a model for one time items, just like the gold that’s currently there. Let’s add meaningful, title gated potions here. It’s content most do anyways